Questions on creation of maps and their further compilation


(BackSnip3) #21

[QUOTE=ronboy;234772]I do agree with you. One of the reasons I decided to start mapping is to keep what is left of the sp community around.
I don’t think the fps is too bad in my maps. Then again, I play my maps on a vista laptop. It all depends on your computer…[/QUOTE]
Well at the moment your maps are quite small and/or keep a simple brushwork in my opinion.
Big and/or very detailed maps needs huge hint/portals and all this thing brushes optimisation :wink: or the fps will suffer hard!


(ronboy) #22

What can I say, making small maps is what I do. :wink:
As you mentioned, the fps suffers in big and detailed maps. That’s why my maps are small to medium in size.


(-SSF-Sage) #23

I did try beach_attack today. FPS was ok, but it’s not hard with small and non-detailed maps. The map was too small for my taste, but otherwise fine. Maybe to make it more interresting, remove the large annoying unrealistic beach clippings, don’t give sniper rifles, then add some backup men for mgs once the first guys are dead.

Then continue the map a bit inside after the current end location. Adding some stairways, halls and few corridors would take only some days but would make the map double as better. Besides it would not kill the FPS because they are ridicilously easy to stop being drawn (vis blocking).

At the moment you can finish the map in like 30 seconds if you are quick.


(ronboy) #24

[QUOTE={SSF}Sage;234785]I did try beach_attack today. FPS was ok, but it’s not hard with small and non-detailed maps. The map was too small for my taste, but otherwise fine. Maybe to make it more interresting, remove the large annoying unrealistic beach clippings, don’t give sniper rifles, then add some backup men for mgs once the first guys are dead.

Then continue the map a bit inside after the current end location. Adding some stairways, halls and few corridors would take only some days but would make the map double as better. Besides it would not kill the FPS because they are ridicilously easy to stop being drawn (vis blocking).

At the moment you can finish the map in like 30 seconds if you are quick.[/QUOTE]

Are the “large annoying unrealistic beach clippings” the barricades? What are you referrring to? Without sniper rifles, the map would be too hard for the player.
I will consider what you mentioned.


(-SSF-Sage) #25

I mean the big clips that cuts the beach into one narrow area you can move on. I want to be able to use the whole beach if I want to.

@without sniper:

It is not hard because you can run quickly, duck behind the concrete covers and kill the mg guys one by one with few lazy aimed headshots. Very easy even without snipers. With sniper I could have beer in my hand and kill the mg guys. If we forgot that one on the far corner, but if you remove the clips, that problem is solved too, you won’t need sniper for that either then. Besides I don’t want to born being a king and owning a ferrari, I want to achieve it.


(ronboy) #26

I see. I will fix what you have mentioned. I might add more to the bunker.


(vicpas) #27

Hello, Eugeny.
I have something for you on http://volfshantse.netorn.ru/forum/viewtopic.php?f=4&t=2286


(Eugeny) #28

Thanks Vicente, I have already looked.
X-labs from the Project-x are temporarily excluded, but the same doors what you have made for my map there are already used.


(ronboy) #29

I am getting this error, and so is Vicpas. When I try to load my beach map, I get this error.


(Eugeny) #30

If you use for compilation q3map2, add a key '-game wolf ’


(ronboy) #31

Where does the key ‘-game wolf’ go?


(Eugeny) #32
q3map2 -game wolf &etc...

(ronboy) #33

So it goes in the windows command prompt?


(Eugeny) #34

Through a bat-file, you specify all parameters and go


(ronboy) #35

Thanks for the help, but I fixed it. It was Winzip’s fault. Now my beach map can be tested. :cool: